Fields and skills: ​Special fields and skills

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Some special fields and skills are available only to a single archetype. The monk and thief archetypes have several fields and skills available only to them. Warriors are the only ones with weapon fluency, for example. Such special skills often bring with them specific benefits. But these skills are also normal skills in the sense that they can be used for ability rolls or reaction rolls. A warrior trying to determine the function of an unfamiliar weapon can use their Fighting Art field bonus because they have that skill.

Special skills will usually be described in the archetype or specialty that provides access to them.

Fighting Art

The most common special field is Fighting Art. Every player character has it, but they cannot improve it except under special conditions: gaining a new level. Characters can add new weapons as skills to their Fighting Art field, but will be limited to either basic or simple weapons if they are not warriors.

The weapon fluency skill is available only to warriors. The skill basic weapons is available only to thieves unless the character has a specialty that allows it.

The unarmed combat skill is a simple skill.

Warriors, who have weapon fluency, can use an unfamiliar weapon with their field bonus, at a penalty of 2.

​Thief Fields

There are eight special fields open only to thieves. The skills in these fields are otherwise treated as any other skill: thieves can make careful attempts and agility penalties for wearing armor apply to agility-based thieving skills. If non-thieves attempt to use these skills, there is a penalty of two on the roll in addition to any other penalties.

Burglary Science: Listen, Locks & Traps, Search
Impersonation Art: Acting, Disguise, Forgery
Memory Science: Cram, Understand Languages
Misdirection Science: Camouflage, Concealed Item, Prestidigitation
Murder Craft: Backstab, Poison
Thief Culture: Bribery, Criminal contacts, Thief’s Cant, Underworld Etiquette
Scaling Craft: Climb Walls, Falling, Tightrope
Stealth Art: Hide, Listen, Silence, Pick Pockets

The skill table provides a default ability, major contributor, and difficulty level for thieving skills. The Adventure Guide may call for, and the player argue for, different abilities, reactions, contributors, and difficulties, depending on circumstances. Time is the usual action time or movement modifier, and may vary according to conditions. Some abilities, such as backstab and pick pockets, also require the character take time getting into position. If Time is a movement modifier, then the distance moved is counted for obstacle size when determining penalties. That is, if the character’s movement is twelve yards per round, and the modifier is one third, the standard obstacle size is four yards.

Skill Ability Major Contributor Difficulty Time
Backstab Agility Intelligence Extremely Difficult action
Climb Walls Agility Strength Difficult ⅓ move
Conceal Item Agility Wisdom Difficult action
Cram Intelligence Charisma Very Difficult ½ day
Disguise Charisma Wisdom Extremely Difficult special
Forgery Wisdom Agility Extremely Difficult special
Hide Agility Charisma Extremely Difficult round
Listen Charisma Intelligence Very Difficult round
Locks & Traps Intelligence Agility Extremely Difficult round
Pick Pockets Agility Charisma Extremely Difficult round
Prestidigitation Agility Charisma Difficult special
Search Agility Intelligence Extremely Difficult minutes
Silence Agility Charisma Extremely Difficult Move-2
Tightrope Agility Strength Difficult ½ Move
Understand Languages Intelligence Charisma Nearly Impossible special

Acting: Acting is not a restricted skill.

Cain_kills_Abel.pngBackstab: If the thief can attack an opponent with the opponent remaining unaware of the attack, they may backstab. They gain their backstab field bonus as a bonus to the attack. The target’s armor and other defenses apply, and situational bonuses also apply, to the thief’s backstab as normal for an attack roll.

The thief can also carefully choose their method so as to kill or incapacitate their opponent. They can allot some of their backstab field bonus to injuries instead of as an attack bonus. Up to the number of points equal to the backstab field bonus that they allotted to injuries are directly applied to the target’s injury points. The rest of the thief’s damage roll goes to survival as normal.

A thief is more vulnerable after a backstab attempt: during the next round, attacks against the thief are at a bonus of 2.

Note that victims may be surprised by the backstab, and if they gained injuries any surprise roll will include their injury penalty.

While called ‘backstab’, it does not require coming up from behind. If the thief can attack from the front without being detected, a backstab may be performed just as from behind.

Bribery: Bribery is not a restricted skill.

Camouflage: Camouflage is not a restricted skill.

Climb Walls: The character can scale walls fairly easily, usually to gain access to walled-in courtyards or to buildings. The character can climb normal, relatively smooth, stone walls almost as easily (and as quietly) as if they were walking, though at a lower movement. Some special surfaces, such as glass or obsidian, will present penalties to the climb walls roll, as well as reduce the character’s movement rate. Easier walls, such as log walls with many handholds, will present bonuses.

Conceal Item: The character can quickly conceal items so they are less easily found. Anyone looking for the item will have a penalty on their perception roll of half the amount the thief succeeded by on the conceal item roll. The base item size is a bulk of one half.

Cram: The character can temporarily learn a new skill. After cramming, the character may use the skill for the next full day before forgetting it. If the character wishes to retain the skill on subsequent days, the player must make a successful cram roll each day. For each skill the character currently has retained there is a penalty of one on concurrent attempts to cram or retain.

Criminal contacts: Criminal contacts is not a restricted skill.

Disguise: The character is a master of disguise and mimicry. The thief may mimic a human or humanoid creature of either gender, within a height of three inches shorter or five inches taller than the character. For every inch beyond that, there is a penalty of one to the disguise roll. When attempting to perpetrate a disguise on a non-player group of one or more people, the group’s leader can make a perception roll, with a penalty equal to half the amount the thief made their disguise roll by. There is a bonus of one each if the thief is mimicking another archetype, species, or gender. Player characters make their own perception roll to penetrate a disguise, if they request one, and circumstances may afford additional opportunities for “victims” to penetrate the disguise. It takes ten minutes to an hour to create a disguise, depending on the materials available, and often much longer to research a disguise.

Forgery: The character can, by studying another person’s hand­writing, duplicate it. Someone familiar with the person’s writing is allowed a perception roll with a penalty equal to half the amount by which the forger succeeded. Forgery time varies according to the research material available and the amount of copy being forged. It will usually take a day to study a victim’s writing, and then four times the time it would normally take to write the text.

Hide: The character may hide using shadows, corners, and other means as the opportunity presents itself. The thief will have more trouble hiding in well lit areas with no cover than in dark areas with lots of large shadows. In the former case, there will be a penalty to the roll. In the latter case, a bonus. Characters or creatures looking for the hidden thief will have a penalty on their perception roll of half the amount the thief succeeded by on the hide roll.

Listen: The character can detect number of creatures, races, and cultures, by putting their ear to doors or thin walls. They can make out numbers, distances, and potentially even types of creatures, by putting their ear to the ground. The obstacle size—the distance to what they might be able to hear—is three yards listening to conversations, and thirty yards putting their ear to the ground.

Locks & Traps: The character may find, disable, or open locks and traps. Finding, picking, and disabling each require a separate roll. A character may be able to find a lock without being able to pick it, for example. In some cases three rolls may be required, as a hidden lock might also be trapped. The player might roll to find the trap, to disable the trap, and to open the lock.

Pick Pockets: One of the more dangerous thieving skills, as failure often means detection and it is impossible to pick a pocket without being in sword reach! Victims are allowed a perception roll to detect successful or unsuccessful pick pockets attempts. The thief may be extra careful, reducing their chance of success but also reducing the chance of being caught: whatever penalty the thief takes on pick pockets, the victim has the same penalty on their perception roll.

Poison: On a successful roll, the character will recognize poison symptoms and ingredients. While they can’t create the poisons that the poisoner specialty allows, they do know about herbs or other naturally poisonous materials. They can also know how to create antidotes on a successful roll. Poison is not a restricted skill.

Prestidigitation: Prestidigitation is not a restricted skill.

Search: The character may search for hidden items with an expert’s knowledge of hiding things. It takes about five minutes for a normal search of a 3 by 3 yard area. Characters may increase the search time for a careful attempt.

Silence: The character may move on normal surfaces extremely quietly. The character moves at normal walking speed minus two while remaining silent. Characters or creatures listening for the silent thief will have a penalty on their perception roll of half the amount the thief succeeded by on their silence roll.

Thieves’ Cant: In many campaigns there will be a patter, lingo, or thieves’ cant that helps thieves discuss capers in less than private conditions. The lingo is based on the area’s native language, if spoken (and often otherwise) but will use similar words or odd rhyming techniques to discuss loot, easy pickings, and the tricks of the trade. A thieves’ cant may also include drawings or markings (such as the hobo signs in the United States) that warn fellow thieves away from liquor-free polities and armed husbands.

Non-verbal thieves’ cants often transcend national boundaries. The extent of the cant’s usefulness, verbal or non-verbal, will depend on the world that the Guide has created. Most non-thieves will not recognize the patter for what it is, unless they are suspicious and make a perception roll. They are still unlikely to understand what is being discussed.

Tightrope: The character may attempt to cross thin wires, lines, or walls. Anywhere that extreme balance is required, the tightrope skill applies. There is a bonus of 2 to the roll if the thin line the character is attempting to cross is firm (such as a wall). If the line is two inches or wider, there is a bonus of 1 to the roll; if four inches or wider, a bonus of 2; if six inches or wider, a bonus of 3, etc. High winds might give penalties to the roll. A player might be required to roll again if, for example, their character is hit by a called shot from an arrow or other missile attack.

Understand Languages: Thieves run across all sorts of strange things and people, and can often pick up bits and pieces of foreign languages. A successful use of “Understand Languages” does not confer exact understanding of the document or conversation, but only a general understanding. Take the amount the roll was successful by, and multiply by five, for the percentage of specifics the character can glean from the document or conversation. Even at 100%, this means only that the thief understands all of what the document or person is trying to say, not that the thief knows what all of the words in the document specifically mean. This skill generally only works for “modern” languages currently in use somewhere by nations or groups within the thief’s sphere of travel or contacts. It usually takes the character about two to four times as long to understand such an unknown language as it would for the character to understand a known language.

Underworld etiquette: Underworld etiquette is not a restricted skill.

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